Thursday, April 10, 2008

Four Approaches to Simulation as an IT Service

Previously I have described an idea to deliver simulations as an IT service in the same way that people are able to use the Web, email, and other online services. Further investigation and discussions with companies pursuing similar projects suggest that there are four methods of achieving this. Each has their own advantages and drawbacks.

  • Basic HTML. If a simulation can be delivered as basic HTML, then the infrastructure and desktop software is already in place to deliver this. Currently, Google Maps is an example of how far this can be taken with user interactivity.
  • Plug-in. We could develop a browser plug-in so that the main interface to simulation tools and content is still through the browser, but it would allow us to create more advanced content. The most popular plug-in of this type is Flash. Garage Games has developed a plug-in that uses DirectX and the power of the graphics card on the machine. This service is currently in Beta test at InstantAction.com.
  • Simulation Framework or Driver. A framework driver is a program that is approved to reside on a standard Army desktop and contains generalized rendering, AI, a GUI, and other tools that can be installed to support specific simulation content modules. The specific content (flight ops, team tactics, etc.) would be downloaded by the driver according to the needs of the soldier that was using a specific machine. The content modules would not be installed as unique programs but would be libraries to an already installed and approved driver.
  • Full Simulation. Finally, each computer user would have to download and install a full application that is specific to their needs. This is the most problematic in terms of server support, bandwidth, and user permissions.

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Thursday, November 8, 2007

Desktop Game Client

Delivering simulations/games to the desktops of every soldier in the Army poses a number of challenges, one of which is the ability of the soldier on the receiving end to install a new application on his G-6 provided computer. Most users receive locked-down machines that do not allow any additional installation. But a library of games would require that the user have some ability to do something like installing a module/application unique to his needs. This is similar to the delivery of Flash-based or Java applet content in a web browser. If the Flash player is installed in the browser, then all Flash content that follows can be loaded and run without system admin privileges. To deliver game content to a controlled user, we need a trusted client application playing a role similar to the browser, while all games are handled similar to Flash content. If every game-based training app was built on a single game engine (such as RealWorld), then the specific content could be delivered as data (like a new level in a game). However, physics additions to a game engine would still require the addition of new code (as in a dynamically linked library). It is unlikely that all applications will come from a single game engine.

Universal distribution of simulation software in the military is going to require either installation by the system admin or the creation of a new kind of game client manager that can handle game applications in a manner similar to a Flash file or a Java applet.

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